VSDuckGuy
VSDuckGuy

Reputation: 11

glm::quat-based camera behaving wierdly

I am writing a camera controller for my project and I have rewritten it many time, but for some reason every time I look up or down about 50° the camera starts rotating rapidly.

Here is my current code:

void Update()
{
    glm::mat4 M4Q = glm::mat4_cast(Camera->Transform.Rotation);

    glm::vec3 Right = -glm::vec3(
        M4Q[0][0],
        M4Q[1][0],
        M4Q[2][0]
    );

    MouseOffset = NewMousePosition - MousePosition;
    MousePosition = NewMousePosition;

    Yaw += MouseOffset.x * Sensitivity * DeltaTime;
    Pitch += MouseOffset.y * Sensitivity * DeltaTime;

    Pitch = std::clamp(Pitch, -glm::radians(89.0f), glm::radians(89.0f));

    glm::quat QYaw = glm::quat(glm::vec3(0.0f, Yaw, 0.0f));

    glm::quat QPitch = glm::angleAxis(Pitch, Right);

    Camera->Transform.Rotation = glm::normalize(QYaw * QPitch);
}


glm::mat4 Camera::GetViewMatrix()
{
    glm::mat4 Translation = glm::translate(glm::mat4(1.0f), -Transform.Position);

    glm::mat4 Rotation = glm::mat4_cast(Transform.Rotation);

    return Rotation * Translation;
}

Upvotes: 1

Views: 37

Answers (0)

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